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Map_Data#527585

<cat>Dev.World</cat>⤶ <title>Map Data</title>⤶ ⤶ <note>Category choice was semi-random, something tells me it belongs to Modding but it's not related to plugins development though. I'm genuinely confused right now so any help with picking a proper category will be appreciated.</note>⤶ ⤶ All Rust maps (apart from ones that are made by Facepunch and saved as an Unity scene), are stored in a .map file. When first joining a server that is running a procedural map, Rust will generate the map from the following information:⤶ ⤶ **Size (1000-6000) : Seed (0-9999999999) : MapType (ProcGen/Barren)**⤶ ⤶ The map is then saved into a .map file, and can be found in the Rust install directory inside the maps folder. The map filename will be named MapType.Size.Seed.map⤶ ⤶ Custom maps are essentially a pre-generated map, which is downloaded from an URL rather than being generated based on certain values.⤶ ⤶ #Data Format⤶ Map files are stored in the format below, and compressed using a LZ4Stream. They first contain the World Serialization number, currently 9 and then the WorldData.⤶ ⤶ The WorldData is stored in the following format:⤶ ```csharp⤶ public class WorldData⤶ {⤶ [ProtoMember(1)] public uint size = 4000; // The size of the Terrain, in Unity metres.⤶ [ProtoMember(2)] public List<MapData> maps = new List<MapData>();⤶ [ProtoMember(3)] public List<PrefabData> prefabs = new List<PrefabData>();⤶ [ProtoMember(4)] public List<PathData> paths = new List<PathData>();⤶ }⤶ ```⤶ ⤶ The MapData contains a layer (Ground, Biome, Heightmap etc) and the corresponding ByteMap. It is stored in the following format:⤶ ```csharp⤶ public class MapData⤶ {⤶ [ProtoMember(1)] public string name; // ByteMap name (terrain, water, ground, topology etc)⤶ [ProtoMember(2)] public byte[] data; // The bytemap data.⤶ }⤶ ```⤶ ⤶ The PrefabData contains info on the ID of the prefab, and it’s world space values. It is stored in the following format:⤶ ```csharp⤶ public class PrefabData⤶ {⤶ [ProtoMember(1)] public string category; // Decor, Monument etc⤶ [ProtoMember(2)] public uint id; // PrefabID⤶ [ProtoMember(3)] public VectorData position; // Vector3 of the position in world space.⤶ [ProtoMember(4)] public VectorData rotation; // Vector3 of the rotation in world space.⤶ [ProtoMember(5)] public VectorData scale; // Vector3 of the scale in world space.⤶ }⤶ ```⤶ ⤶ The PathData contains info on the Rivers and Roads of the map. It is stored in the following format:⤶ ```csharp⤶ public class PathData⤶ {⤶ [ProtoMember(1)] public string name; // River or Road⤶ [ProtoMember(2)] public bool spline;⤶ [ProtoMember(3)] public bool start;⤶ [ProtoMember(4)] public bool end;⤶ [ProtoMember(5)] public float width;⤶ [ProtoMember(6)] public float innerPadding;⤶ [ProtoMember(7)] public float outerPadding;⤶ [ProtoMember(8)] public float innerFade;⤶ [ProtoMember(9)] public float outerFade;⤶ [ProtoMember(10)] public float randomScale;⤶ [ProtoMember(11)] public float meshOffset;⤶ [ProtoMember(12)] public float terrainOffset;⤶ [ProtoMember(13)] public int splat;⤶ [ProtoMember(14)] public int topology;⤶ [ProtoMember(15)] public VectorData[] nodes; // List of the world spaces of the individual nodes.⤶ }⤶ ```⤶